I came across PlanetBender via a FaceBook Blender group I belong to, and asked its owner whether the procedural shaders where for Cycles, and the reply was Yes. So, for those of us who can hand-translate the Cycles shaders from Blender into Poser Pro 11, check it out:www.planetblender.com
]]>https://forum.smithmicro.com/topic/2514/for-those-willing-to-use-blender-cycles-shadersRSS for NodeFri, 22 Feb 2019 13:28:47 GMTMon, 23 Oct 2017 05:12:54 GMT60I came across PlanetBender via a FaceBook Blender group I belong to, and asked its owner whether the procedural shaders where for Cycles, and the reply was Yes. So, for those of us who can hand-translate the Cycles shaders from Blender into Poser Pro 11, check it out:www.planetblender.com
]]>https://forum.smithmicro.com/post/29201https://forum.smithmicro.com/post/29201Invalid Date@ibr_remote Thanks for the link. I haven't done much in the way of translating Blender Cycles shaders to Poser SuperFly shaders, but have had some success in trying out a couple of simple shaders folks in a Blender class I'm taking posted, and they worked, so have definitely been interested in trying out more.
]]>https://forum.smithmicro.com/post/29259https://forum.smithmicro.com/post/29259Invalid Date@Miss-B I left out links like this because of my rule about Native Poser products. While I do consider .obj files to be native Poser, the shaders often aren't and as ibr-remote says you have to hand translate them to Superfly and Cycles shaders that Poser can read. They usually come in .blend files because they are for use in Blender.
]]>https://forum.smithmicro.com/post/29264https://forum.smithmicro.com/post/29264Invalid Date@eclark1849 I know you can't just copy/paste them from Blender to Poser, but if it's not too complicated, there's no reason I wouldn't try setting it up manually in Poser, based on how it's set up in Blender.

In any case, this is a tutorial, not a shaders resource, so I've bookmarked it and will try it out and see. It should give me ideas for my own SuperFly shaders in the future.

]]>https://forum.smithmicro.com/post/29267https://forum.smithmicro.com/post/29267Invalid Date@Miss-B I'm not saying you shouldn't or can't use it as a tutorial. That's exactly what it's for. I was merely mentioning why I didn't add places like Planet Blender and Chocofur to the directory. It really is a shame that Poser doesn't have a Blender fusion plugin.
]]>https://forum.smithmicro.com/post/29270https://forum.smithmicro.com/post/29270Invalid Date@eclark1849 Yes, considering there's a Fusion plugin for a lot of other 3D apps, one for Blender would definitely be useful.
]]>https://forum.smithmicro.com/post/29271https://forum.smithmicro.com/post/29271Invalid DateThe problem I am having regarding replicating Blender Cycles shaders into Poser is the lack of a certain ColorRamp node. I bought a Kindle book containing 40 recipes for Blender Cycles shaders and roughly 30 of them used this node. The ColorRamp node in Blender is not the same as the Poser one, and it is not as simple as just using the Poser ColorRamp to get the same result. In fact, the Cylces shaders that use this node are worthless to Poser Cycles. Maybe if some math nodes where added the result would be better, but I don't have the knowledge to make it work.
]]>https://forum.smithmicro.com/post/29362https://forum.smithmicro.com/post/29362Invalid Date@ribroast, I was just looking for the Cycles ColorRamp in PP11 yesterday. Too bad it's not included, I'd assume there are others as well. I like SM's implementation of Cycles but there's room for improvement.

@eclark1849 a Blender plugin should be a priority for a number of reasons. It would be a game changer in my opinion.

]]>https://forum.smithmicro.com/post/29408https://forum.smithmicro.com/post/29408Invalid Date@dcrosby Honestly, I can't shake the feeling that not adding a Cycles ColorRamp node was a simple case of mistaken identity. Poser already has a Color Ramp node. But it doesn't do the same thing as the Cycles one.
]]>https://forum.smithmicro.com/post/29815https://forum.smithmicro.com/post/29815Invalid Date@eclark1849 there was answer on RDNA IIRC short after P11 launch. Blender-style ColorRamp needed new kind of node interface (graphical), and dev team had no time/resources for it that moment. The answer was maybe sometime in the future...
]]>https://forum.smithmicro.com/post/29816https://forum.smithmicro.com/post/29816Invalid DateHere a quick example (5 samples only) on how the Poser ColorRamp can "texture" Dynamic hair on the left figure.
Right figure hair is transmapped.
]]>https://forum.smithmicro.com/post/29818https://forum.smithmicro.com/post/29818Invalid Date@phdubrov said in For those willing to use Blender Cycles shaders:

@eclark1849 there was answer on RDNA IIRC short after P11 launch. Blender-style ColorRamp needed new kind of node interface (graphical), and dev team had no time/resources for it that moment. The answer was maybe sometime in the future...

The good news (maybe) is that the next Superfly upgrade could add the denoiser, color ramp, and perhaps Filmic without the need to start from scratch. They'd only need to work out the interface. I hope they keep up with the developments on Blender's side.

]]>https://forum.smithmicro.com/post/29819https://forum.smithmicro.com/post/29819Invalid Date@phdubrov Does make you wonder though, that if a graphic interface was all that was needed, couldn't they have done that by now and added it in an update?
]]>https://forum.smithmicro.com/post/29858https://forum.smithmicro.com/post/29858Invalid Date@eclark1849 probably never was a priority.
Probably PhysicalSurface Root was.
]]>https://forum.smithmicro.com/post/29863https://forum.smithmicro.com/post/29863Invalid Date@eclark1849 - if it was easy it would have been done already ;)
]]>https://forum.smithmicro.com/post/29870https://forum.smithmicro.com/post/29870Invalid Date@vilters Tony, on really complex shader 's you stumble with this colorramp. Had to face this during my fabric shaders build up. Or the RGB curve. Cry a lot till I find a workaround lol .
]]>https://forum.smithmicro.com/post/29871https://forum.smithmicro.com/post/29871Invalid Date@caisson You're saying it's difficult to create a Color Ramp that already exists?
]]>https://forum.smithmicro.com/post/29873https://forum.smithmicro.com/post/29873Invalid DateEarl, the GUI to edit that existing color ramp doesn’t exist. The cycles render engine was ported to Poser. The Blender GUI was not. Making that GUI is probably three man weeks of work plus double or triple that for QA and documentation. GUI work is expensive. I know, because I charged SM a fortune for it when I did it.
]]>https://forum.smithmicro.com/post/29874https://forum.smithmicro.com/post/29874Invalid Date@bagginsbill Maybe, I'd understand better if someone could spell out for me what needs to be done. I'll understand if no one wants to do that, though, and drop the subject, but I'd really like to know. Is there someplace I can go to find out?
]]>https://forum.smithmicro.com/post/29875https://forum.smithmicro.com/post/29875Invalid DateI’d usually explain with more detail but I am at an airport, typing this on my phone. Not my usual workspace.
]]>https://forum.smithmicro.com/post/29876https://forum.smithmicro.com/post/29876Invalid Date@eclark1849
ColorRamp roughly is multipoint gradient tool from any image editor with this option,
RGB Curves - curves.
So you need a new class of nodes, where you can create-update-delete points and show it in some way. Multiplatform.
It could be done in Python as a wacro. But... with all the needed testing someone needs to sponsor at least 500hrs, I think.
]]>https://forum.smithmicro.com/post/29877https://forum.smithmicro.com/post/29877Invalid Date@bagginsbill Let it go then, I'll find the answer on my own, but thank you for the response.
]]>https://forum.smithmicro.com/post/29881https://forum.smithmicro.com/post/29881Invalid Date@eclark1849 - during the beta phase it was brought up that not all of the nodes available in Blender would be duplicated in Poser; specifically those that required GUI (Graphical User Interface) stuff that Poser did not have. The time required to add those things, which were not part of Cycles, was just too much. That's what I mean when I say if it was easy it would have been done, 'cause the dev's would have done it if they could.

Hopefully its on their list somewhere with the rest!!

]]>https://forum.smithmicro.com/post/29886https://forum.smithmicro.com/post/29886Invalid Date@eclark1849
Hi Earl;
The previous Poser team was actually very small.
The above is an understatement: It was extremely small for what they did.

The "render engine guy" was Stefan, and sometimes his mirror had to jump in.
The "content guy" was Teyon.
The "doc lady" was Dee.
The "I have to do everything and more" was Larry.
Then Ulli and Rat and Brian, and I am certainly missing some, and a few "we do it all guys", and that was it.

It was a very small and coherent team that "knew" Poser code inside out and upside down, working overnight, W-Ends.

I am in Europe, and we often got the impressing they were coding 24/7/365.=> I had the deepest respect for the Poser team during all the years i had the privilege of being a beta-tester.

But you only have a limited number of man-hrs between releases, fixing bugs, inventing new things, keeping up with Microsoft, MacOS, graphix cards drivers, you name it, they had to do it all.

They pulled off one of the most underrated stunts in 3D history:
Get most of Cycles into Poser before time ran out.

]]>https://forum.smithmicro.com/post/29890https://forum.smithmicro.com/post/29890Invalid Date@vilters Will you people stop apologizing for them? I didn't set them on any kind of deadline. I don't have them on one now. I'll buy the next version of Poser when it comes out, as long as they keep development under 3 years. If they can't get it done in that time, then maybe they should hire more people or sell off Poser to someone who can, as long as it's not DAZ. I'd prefer they take their time and do it right. The thing I liked most about the old team, was their presence on the forums, especially Steeve Cooper, Chuck Taylor and Teyon.
]]>https://forum.smithmicro.com/post/29895https://forum.smithmicro.com/post/29895Invalid Date